2
MELEe Attack adjacent enemy. CRAWl Place face down, move 1”. SNEAK / HIDDEN Move 2”, Become hidden (pg. 13) WALK Move 2”, no terrain roll for broken terrain. RUN Move 4”, Terrain roll in broken terrain. SPRINT Move 6” in straight line, ter- rain roll for broken terrain. DRAW Draw a weapon. RELOAD Reload weapon. STAND UP Prone character stands up QUANTUM LEAP Attempt teleport with Quantum Harness. RALLY Remove Pin marker. or two if no enemy in LOS. PSI ROLL Use Psionic ability. TN10 + mods. AIM +1 to next Shoot roll this turn. May be stacked to +2. SHOOT Perform Ranged Attack. SPOT Roll TN10 + mods to detect a hidden character, targets within 2” are auto- matically spotted. PICK UP OBJECT Pick up item from ground. PRIME GRENADE Draw grenade and ready to throw. THROW GRENADE Throw readied grenade. TECh ROLL Interact with scenario ter- rain. LEADERSHIP Roll Persuade, impress, rally allies. FIRST AID Roll TN10 + targets Wounds - target’s Tough) Activate Roll up to 3 dice,TN 8. Every Failure grants opponent a Reaction dice. Rogue Stars Quick Reference Damage Hit Location Table Roll Succeeds By… Body Part 0–3 Torso 4–5 Torso or Arm 6–7 Torso, Arm or Leg 8+ Torso, Arm, Leg or Head Attack's Damage - variable Armour on body part hit + variable Target's level of Tough +1, +2 or +3 Per Wound marker -1 Target's squad has the Hard to Kill Tactical Discipline +1 Shot was a critical hit -2 Damage Table Result 2 or less OOA 3–5 1 Pin, 1 Wound. Critical Damage 6–9 1 Pin, 1 Wound. Serious Damage 10–14 1 Pin. Light Damage 15 16+ 1 Pin Hit Location Damage Table Body Part Damage Result Arm Light Weapon dropped, arm temporarily Crippled Serious Weapon dropped, arm permanently Crippled Critical Weapon dropped, arm Severed, pass TN7 Endure roll or go OOA Leg Light Leg Grazed Serious Leg Crippled Critical Leg Crippled, knocked Prone, pass TN7 Endure roll or go OOA Torso Light 1 additional Pin Serious 1 additional Pin, knocked Prone (1 additional Wound if already Prone) Critical 1 additional Pin, knocked Prone, Staggered (OOA if already Prone or Staggered) Head Light Knocked Prone, pass TN5 Endure roll or go OOA Serious Knocked Prone, pass TN10 Endure roll or go OOA Critical OOA, pass TN10 Endure roll or die! Character's level of Tough +1, +2 or +3 Per Wound marker -1 DAMAGE EFFECTS CRIPPLED A temporarily Crippled limb lasts until a Pin marker is removed from the character. KNOCKED PRONE The target is knocked Prone. LEG GRAZED The character’s movement is reduced by -1” the next time he moves. SEVERED The effects of a Severed limb are the same as for a permanently Crippled one. STAGGERED Target is losing consciousness, and will go OOA when he next rolls 1–4 on ANY die roll. A TN10 First Aid roll will remove the Staggered effect. SUPERFICIAL DAMAGE If this result occurs, the attacker chooses one of the following effects: Tear in suit: The target’s armour is no longer Sealed, or loses Plasma Proofing. Small weapon destroyed: A one-handed or Primitive weapon is destroyed. Disarmed: A two-handed weapon is knocked up to 3” away from the target (the attacker chooses where it lands). Equipment Destroyed: One Civilian (C) piece of equipment on the target is destroyed. Equipment Damaged: One of the target’s Cybernetic Enhance- ments or one of its Military (M) or Intelligence (I) items of equipment is damaged. A TN15/2 Tech Complex Task is required to repair it. WEAPON DROPPED Any weapon held in the affected limb falls to the ground, adjacent to the character’s base. Morale Every time a character goes OOA, all squad members must pass a TN10 Morale roll RESULTS OF MORALE ROLLS Critical failure the character Panics. Failure the character receives 1 Pin and 1 Stress. Success the character fights on as normal. Critical success gain Steadfast 1 until the end of the game, or remove all Pin and Stress markers – player’s choice. Character's level of Steadfast +1, +2 or +3 Squad leader's level of Leadership +1, +2 or +3 At least one friend within 2" with no Wounds who is not Routing, Surrendering, or Entangled +1 Per Pin or Wound on the character -1 Character is a Civilian -4 Character is Green -2 Character is the last man standing from his squad -1 +1 +1 +1 Pirates as attackers in a Steal Valuables, Smuggling, or Boarding Action mission +1 Miners as attackers in a Repair mission +1 +1 +1 PANIC A Panicking character rolls d20: 1–10, the character Surrenders, 11–20, the character Routs. SURRENDER The character immediately drops all weapons and can be automatically captured by any active opponent within 4”. ROUT The character Sprints towards the closest table edge, and does so every time the initiative switches. He will not perform any action other than attempting to run off the table. A character with Leadership may rally the Routing character by passing a TN10 Leadership roll. No LoS between leader and Routing character is needed. If the attempt fails, the Routing figure immediately performs another Sprint. A figure moving off the table may not be rallied. If the figure is rallied, it may then activate again as normal. Routing figures lack the concentration to use Psionic Abilities or a Quantum Harness, but will use Jump and Flight Packs to move faster and avoid obstacles. Character's level of Perceptive +1, +2 or +3 Target character's level of Stealth -1, -2 or -3 -1, -2 or -3 Using a Motion Detector +2 Target using a Stealth Suit -2 Character's level of Psionic Master +1, +2 or +3 Per Wound marker -1 Character is in melee -3 spot TN10 Spot roll to detect a Hidden target. Targets within 2” are automatically Spotted Psi TN10 (although there are exceptions – see Psionic Abilities, p.57), with the following modifiers

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Page 1: Rogue Stars Quick Reference CRIPPLED - img.fireden.net · Ranged Attack Range* Point Blank (target is within 2") +1 Close Range (2–8") – Short-Range weapon at Long Range (for

MELEe Attack adjacent enemy.

CRAWl Place face down, move 1”.

SNEAK / HIDDEN Move 2”, Become hidden (pg. 13)

WALK Move 2”, no terrain roll for broken terrain.

RUN Move 4”, Terrain roll in broken terrain.

SPRINT Move 6” in straight line, ter-rain roll for broken terrain.

DRAW Draw a weapon.

RELOAD Reload weapon.

STAND UP Prone character stands up

QUANTUM LEAP Attempt teleport with Quantum Harness.

RALLY Remove Pin marker. or two if no enemy in LOS.

PSI ROLL Use Psionic ability. TN10 + mods.

AIM +1 to next Shoot roll this turn. May be stacked to +2.

SHOOT Perform Ranged Attack.

SPOT Roll TN10 + mods to detect a hidden character, targets within 2” are auto-matically spotted.

PICK UP OBJECT Pick up item from ground.

PRIME GRENADE Draw grenade and ready to throw.

THROW GRENADE Throw readied grenade.

TECh ROLL Interact with scenario ter-rain.

LEADERSHIP Roll Persuade, impress, rally allies.

FIRST AID Roll TN10 + targets Wounds - target’s Tough)

Activate Roll up to 3 dice,TN 8. Every Failure grants opponent a Reaction dice.

Rogue Stars Quick ReferenceDamageHit Location Table

Roll Succeeds By… Body Part

0–3 Torso

4–5 Torso or Arm

6–7 Torso, Arm or Leg

8+ Torso, Arm, Leg or Head

Attack's Damage - variable

Armour on body part hit + variable

Target's level of Tough +1, +2 or +3

Per Wound marker -1

Target's squad has the Hard to Kill Tactical Discipline +1

Shot was a critical hit -2

Damage Table

Result

2 or less OOA

3–5 1 Pin, 1 Wound. Critical Damage

6–9 1 Pin, 1 Wound. Serious Damage

10–14 1 Pin. Light Damage

15

16+ 1 Pin

Hit Location Damage Table

Body Part Damage Result

Arm

Light Weapon dropped, arm temporarily Crippled

Serious Weapon dropped, arm permanently Crippled

Critical Weapon dropped, arm Severed, pass TN7 Endure roll or go OOA

Leg

Light Leg Grazed

Serious Leg Crippled

Critical Leg Crippled, knocked Prone, pass TN7 Endure roll or go OOA

Torso

Light 1 additional Pin

Serious 1 additional Pin, knocked Prone (1 additional Wound if already Prone)

Critical 1 additional Pin, knocked Prone, Staggered (OOA if already Prone or Staggered)

Head

Light Knocked Prone, pass TN5 Endure roll or go OOA

Serious Knocked Prone, pass TN10 Endure roll or go OOA

Critical OOA, pass TN10 Endure roll or die!

Character's level of Tough +1, +2 or +3

Per Wound marker -1

DAMAGE EFFECTS

CRIPPLED A temporarily Crippled limb lasts until a Pin marker is removed from the character.

KNOCKED PRONE The target is knocked Prone.

LEG GRAZED The character’s movement is reduced by -1” the next time he moves.

SEVERED The effects of a Severed limb are the same as for a permanently Crippled one.

STAGGERED Target is losing consciousness, and will go OOA when he next rolls 1–4 on ANY die roll. A TN10 First Aid roll will remove the Staggered effect.

SUPERFICIAL DAMAGE If this result occurs, the attacker chooses one of the following effects:

• Tear in suit: The target’s armour is no longer Sealed, or loses Plasma Proofing.

• Small weapon destroyed: A one-handed or Primitive weapon is destroyed.

• Disarmed: A two-handed weapon is knocked up to 3” away from the target (the attacker chooses where it lands).

• Equipment Destroyed: One Civilian (C) piece of equipment on the target is destroyed.

• Equipment Damaged: One of the target’s Cybernetic Enhance-ments or one of its Military (M) or Intelligence (I) items of equipment is damaged. A TN15/2 Tech Complex Task is required to repair it.

WEAPON DROPPED Any weapon held in the affected limb falls to the ground, adjacent to the character’s base.

Morale Every time a character goes OOA, all squad members must pass a TN10 Morale roll

RESULTS OF MORALE ROLLS

• Critical failure the character Panics.

• Failure the character receives 1 Pin and 1 Stress.

• Success the character fights on as normal.

• Critical success gain Steadfast 1 until the end of the game, or remove all Pin and Stress markers – player’s choice.

Character's level of Steadfast +1, +2 or +3

Squad leader's level of Leadership +1, +2 or +3

At least one friend within 2" with no Wounds who is not Routing, Surrendering, or Entangled +1

Per Pin or Wound on the character -1

Character is a Civilian -4

Character is Green -2

Character is the last man standing from his squad -1

+1

+1

+1

Pirates as attackers in a Steal Valuables, Smuggling, or Boarding Action mission +1

Miners as attackers in a Repair mission +1

+1

+1

PANIC A Panicking character rolls d20: 1–10, the character Surrenders, 11–20, the character Routs.

SURRENDER The character immediately drops all weapons and can be automatically captured by any active opponent within 4”.

ROUT The character Sprints towards the closest table edge, and does so every time the initiative switches. He will not perform any action other than attempting to run off the table. A character with Leadership may rally the Routing character by passing a TN10 Leadership roll. No LoS between leader and Routing character is needed. If the attempt fails, the Routing figure immediately performs another Sprint. A figure moving off the table may not be rallied. If the figure is rallied, it may then activate again as normal. Routing figures lack the concentration to use Psionic Abilities or a Quantum Harness, but will use Jump and Flight Packs to move faster and avoid obstacles.

Character's level of Perceptive +1, +2 or +3

Target character's level of Stealth -1, -2 or -3

-1, -2 or -3

Using a Motion Detector +2

Target using a Stealth Suit -2

Character's level of Psionic Master +1, +2 or +3

Per Wound marker -1

Character is in melee -3

spot TN10 Spot roll to detect a Hidden target. Targets within 2” are automatically Spotted

Psi TN10 (although there are exceptions – see Psionic Abilities, p.57), with the following modifiers

Page 2: Rogue Stars Quick Reference CRIPPLED - img.fireden.net · Ranged Attack Range* Point Blank (target is within 2") +1 Close Range (2–8") – Short-Range weapon at Long Range (for

Ranged Attack

Range*

Point Blank (target is within 2") +1

Close Range (2–8") –

Short-Range weapon at Long Range (for each additional 2" between shooter and target beyond 8") -1

All other weapons at Long Range (for each additional 4" between shooter and target beyond 8") -1

* Note that certain weapons have a maximum range.

Shooter

Per Pin marker -1

Shooter's level of Marksman +1, +2 or +3

Accurate weapon +1

Primitive weapon -1

Called Shot: Limb (arm, leg, pseudopod, tentacle etc.) -3

Called Shot: Two-handed weapon -4

Called Shot: One-handed weapon -5

Called Shot: Head or Equipment -6

Hail of Fire -2

Double shot using Ambidexterity Trait -1

-1

-3

Per Aim action performed in the same Activation (max. 2) +1

Surprise Attack +2

Limited visibility (fog, darkness, smoke, dust etc., as per mission) -1, -2 or -3

Target

In light cover (vegetation, dead mount, wooden fence, computer monitor/desk etc.) -1

In heavy cover (low wall, vehicle, pile of bricks, boulder, big log, corner of building etc.) -2

-3

Crawling/Prone (ignore if at Point Blank range) -2

Diminutive -1

Large target (small vehicle, Big Trait) +1

Very large target (large vehicle, Huge Trait) +2

Sitting Duck +1

-1, -2 or -3

Make a TN10 Shoot roll with the following modifiersmELEE aTTACK

Attacker

Attacker's level of Weapon Master or Martial Arts +1, +2 or +3

Per Wound marker -1

Per friend in contact with target (max. 3) +1

Fighting from higher ground +1

Defending an obstacle +1

Powerful Blow +1 or +2

Surprise Attack +2

Called Blow: Limb (arm, leg, pseudopod, tentacle etc.) -3

Called Blow: Two-handed weapon -4

Called Blow: One-handed weapon -5

Called Blow: Head or Equipment -6

Prone -2

Unarmed attack (ignore if attacker has Martial Arts) -2

-1

Two-handed melee weapon used with Crippled arm -3

Big or Huge Trait +1

Target Target Number

Per Pin marker -1

Target's level of Weapon Master or Martial Arts +1, +2 or +3

Prone -2

Make a TN10 Melee roll with the following modifiers versus a target within 1”

MELEE COMBAT RESULTS • Critical failure: The opponent may choose to

either immediately perform a Free Hack, have the attacker drop the weapon used in the attack, or have the attacker fall Prone.

• Failure: The attack misses and no Damage is dealt. If the roll fails by 5 or more, the opponent may perform a free counterattack or move 2” away, leaving the melee without suffering a Free Hack.

• Success: Normal Damage is inflicted, as per the weapon type.

• Critical success: The blow inflicts +2 Damage, unless it was an unarmed attack.

LEAVING MELEE If you leave a melee with an opponent who is not Prone, Entangled, Mind-con-trolled, Panicking or OOA, that opponent performs a Free Hack against you. This is a +2 Surprise Attack. You may not counterattack. Free Hacks are ignored if one of the following applies:

1. You have the Free Disengage Trait.

2. Your opponent fails a melee attack by 5+ points and you opt to move away from the melee.

3. You move away using a Jump Pack, bionic legs, Flight Pack, Levitation, Quantum Harness, Blink or Teleportation.

RANGED COMBAT RESULTS

• Critical failure: Roll a die. On 1–15, the weapon is out of ammo and cannot shoot until one action has been used to reload it. On 16–20, the weapon malfunctions and cannot shoot until it has been fixed by performing a TN10 Tech roll. Some weapons (those with the Infinite Rounds and Overheating special rules, p.26–27) have unique rules for critical failures.

• Failure: The attack misses and no Damage is dealt.

• Success: Normal Damage is inflicted, as per the weapon type.

• Critical success: The attack inflicts +2 Damage.

CALLED SHOTS A Called Shot must be announced before rolling to hit, and then the appropriate modifier applied in addition to any other modifiers (for range, Pins, etc.). Called Shots may not be combined with a Hail of Fire.

HAIL OF FIRE Automatic weapons may perform two attacks at -2 per action instead of the usual single attack. The shots must be directed at the same target, or at two targets within 4” of each other. Targets must be declared before rolling – you may not determine the effect of the first shot before assigning your second shot.

OFF-HAND AND ONE-HANDED RIFLE SHOTS If a character’s main arm is Crippled, he may still fire a one-handed weapon at -1 with his other hand. This penalty does not apply if the character has Ambidexterity. An alien or robot with Extra Arms has one ‘main’ arm per pair of arms. A character with a Crippled arm may fire a two-handed weapon with one hand at -3. A character with all arms Crippled may not fire.

FIRING AND MELEE A character may not perform ranged attacks if involved in melee. However, one-handed weapons may be fired as part of a melee (see Melee Combat, p.18). If a character fires into a melee, he will hit a random target unless he has the Fire into Melee Trait.

LONG WEAPONS Long weapons allow a character to attack an opponent 1” away, but may not be used against a target in base-to-base contact. I

UNARMED ATTACKS AND MARTIAL ARTS Unarmed attacks are performed at -2 and are Damage 0. Martial artists ignore the -2 and add their Martial Arts level to the Melee roll AND to Damage. When you attack a target who has both Martial Arts and Weapon Master, apply only the higher of the two levels, not both.

POWERFUL BLOWS Powerful Blows are melee attacks performed by spending multiple actions. A two-action Powerful Blow is at +1 to hit. One using three actions is at +2 or +1 to Damage.

OUTNUMBERING Outnumbering an enemy grants +1 to Melee rolls for each friend in contact with the same enemy, up to a maximum of +3. Prone, Entangled, Mind-controlled or OOA models do not count for this purpose. In a melee involving multiple combatants from both sides, count all figures belonging to each side, and apply the outnumbering modifier as normal.

CALLED BLOWS A melee attack can be aimed at a specific body part or weapon. Use the same rules as Called Shots (see p.16).

PRONE FIGURES A Prone figure attacks at -2 in melee, is attacked at +2 in melee, may not counterat-tack, and does not count for outnumbering purposes. Standing up requires one action.

THROW GRENADE ROLL To throw a primed grenade to a designated point up to 12” away, perform a TN10 Throw Grenade roll, adding +1 for every level in the Chucker Trait.

THROW GRENADE RESULTS • Critical failure: The grenade

malfunctions and does not explode.

• Failure: The opponent may reposition the point of impact by 1” for each two full points by which the roll was failed (e.g. on a roll of 5, the opponent could move the point of impact by up to 2”.

• Success: The grenade explodes at the designated point. Anyone within its blast radius is hit and automatically knocked Prone. Damage is determined for all targets individually, in an order chosen by the thrower.

• Critical success: As a success, and the thrower may increase Damage by 1. If using a Fragmentation or Plasma grenade, the thrower may instead choose to create a dust cloud of the same size as the blast radius that blocks LoS. This cloud provides a limited visibility modifier of -3, and clears when initiative switches.